AuthorTopic: Dwsel's visualizations (Read 18459 times)

I'm in progress of making visualization of this tiny bathroom. It's going very slow because it's only one of my many additional activities, but I'm hoping to push it forward. I'm after the stage of putting objects into the scene and at the stage of rendering NPRs with default scene light and default materials I'll be slowly building materials for the objects and different lighting conditions aiming for multilight setup with fake GI and each light on the separate layer in the final picture. Of course I could just fire up Kerky od Lux, but I want this time to push ART to its borders

Models of armature and door, as well as textures for door, walls and floor are not mine, but come from leading companies from my country or from architectural repositories. I used Blender as a converter and rescale tool for models provided as dxf/dwg. Crits and comts welcome! Look for non processed renders and material and lighting tests in this thread soon.

An update... This is rendering of the whole scene with new materials, they are almost ready. Default scene lights used so far. Rendering is not very postprocessed (only contrast and colours fixed), there is still camera distortion, but it's caused by the bathroom size and it's easy to fix during postpro (that's why you don't see it on the NPR). Render time: 2,5+ h

First I tried to do very uniform light using dense grid of omnis (point lights) but the third layer of lights caused noticeable slowdown of the rendering (each light had soft shadow sampled at 2-5 samples). Then I broke two layers into less uniform placement and everything started to look better. Manual editing of file was involved (it was faster to change lights' properties in Notepad than in dialog boxes in Anim8tor).

Final ambient light pass from scanline at half of original resolution. No postprocessing.

1. Skylight - huge noise and regular placement of lights outside the window can be seen in shadows, plexi extracted from two additional passes (because ART does not work with transparencies)It's not that bad I guess... because my cousin said 'What a nice photo you have' I may or may not rerender it in the future.

2. Skylight + a bit of ambient (from previous post) with perspective and colour correction - first of partial finals.

I think youre doing a wonderful job dwsel! its looking great! A few minor things are keeping it from photorealism - I think the walls have a lot to do with it, the tiles look very flat and textured, they could benefit from some depth & a bit of reflections.Also , basically , the rest could use a tad bit more reflective surfaces, the sink/toilet , the shower cabin, the door could use some glossy reflections, - bathrooms are reflective places

The composition could also use a tad bit more attention , a lot of the items are only half in the image & there is no center piece, maybe even adjusting the aspect ratio of the image might work.

The lighting is looking very good! I like the shadows & the subtle GI is great.

Keep up the great work & ill be looking forward to where it is heading

I think youre doing a wonderful job dwsel! its looking great! A few minor things are keeping it from photorealism - I think the walls have a lot to do with it, the tiles look very flat and textured, they could benefit from some depth & a bit of reflections.Also , basically , the rest could use a tad bit more reflective surfaces, the sink/toilet , the shower cabin, the door could use some glossy reflections, - bathrooms are reflective places

The composition could also use a tad bit more attention , a lot of the items are only half in the image & there is no center piece, maybe even adjusting the aspect ratio of the image might work.

The lighting is looking very good! I like the shadows & the subtle GI is great.

Keep up the great work & ill be looking forward to where it is heading

Thank you for in-depth comment.I can see some problems you've described.

About reflections:Almost every material (except for the green plastic of the cup) uses reflections, about 80% of them are glossy. I started with higher levels of reflections specular, but it happened for me too look too shinny so I settled with the most of the materials at Kr, Ks ~ 0.05-0.15. I agree now that I could push reflections a bit higher for sink and toilet Tiles on the wall come from rather matte collection with additional shiny motif: http://www.cersanit.com.pl/katalog.php?mod=seria&id=25&dzial1=25&nr_dz_gl=5&lang=pl The biggest pain sits in the materials limitations of An8 scanline and ART. Usually mortar between tiles has different material (without specular and reflections), and the geometry displace is used instead of simply bumpmap. I wasn't sure how to do this in Anim8tor, still I didn't want to model each tile separately being afraid of 'too detached look'.Next pain I have is with the cabin transparency. As you can see the window is totally behind the cabin. If I left it on the final render I wouldn't have light at all at the final image as ART does not respect visibility and transparency settings. Instead final 'skylight' image is combined out of three renderings (see attachments for simple explanation of how plexi appeared on the final version of 'skylight' pass) and 'ambient' render does not contain plexi surfaces at all to keep constant and flat lighting! When I started compositing reflections for plexi I've decided for glossy look because reflections could be of either fully lit bathroom or almost black, totally shadowed environment. Sharp reflections would look much less natural and would take 4 times more to render (because I render reflections passes at half resolution) but glossy reflections give at the same time subtle SSS look.I'd appreciate any tips how to overcome these limits...

About composition:I'm doing this visualization after the simple vis from one of the 'plan your house/flat' programs. The person who was doing the first simple look decided not to enter this bathroom. I guess that because of lack of space camera angle and deformation of the image was unacceptable. I've decided to fix it though in the postprocessing. Currently camera is placed at longer wall, at height of 1,6 meters, tilted by 10* downwards. This was the only way to collect all the most important stuff in one view. Look from the opened doors wasn't really interesting. At the back of the current view you have only not interesting heater I'm wondering what I could crop more from this view - I'd rather love to expand it even more I was even thinking about adding spherical, 100% reflective ball and place camera on it to have fisheye look. Again I'd have an unavoidable problem with casting shadows by this sphere so I dropped this idea, even when I bet it would have a really good look...If you have an idea for interesting look feel free to crop and overpaint the last rendering.

I have 3 renders ( 3*3 = 9 ) to go. Next sunlight/moonlight is planned: strong directional light with rather hard shadow, secondary beam(s) reflected from the floor/wall/objects and diffused at the place of hit. This will finish 'day look' and start making 'night look'.

A few days ago I came back to the project. Finally I've decided to leave daylight setup as it is. I rendered separate pass for mirror lights. So here is the first take on the night version of the scene. Don't worry about lack of glass/plexi and reflection on it - I'm going to render it later as a separate pass Ceiling light is also waiting to be rendered.

Very good lighting you have there dwsel! It looks pretty realistic. The showerhead looks a bit of indeed and maybe the window(?) on the right seems a bit odd...Overall nice work, maybe some combining of passes (AO, specular, reflection...) in photoshop will make it look even better!

I should have say that before, but the image you see is already a combnation of previous passes with addition of another pass with only direct light comming from the mirror lights. It's built in very similar way to 'daylight final'. Main difference is that 'skylght pass' was multplied by dark, cold blue (colour that sky casts at night), 'ambient/fake GI pass' level is a bit higher here, and mentioned earlier pass was added. Last rendering took about 7 hours - it had 6 lights for each 'stripe' (6 * 2 = 12 lights wit shadow samples set at 2-4), and reflections and AA are sampled at 16 samples/px. But yup, I hope that addng another pass will make it more realistic

As for shower head I see what you mean - it looks way too plastic. It's caused by my experiment with rubber material with high level of ambient colour and negative diffuse colour level. As I put passes on additive layers the ambient only sums up but negative diffuse on the head is not subtracted I'm afraid it's difficult to fix at this level. I have an idea, but if it won't help I can paint shadows by hand on the final image.

I'll post pure pass in next few days as at te moment I don't have an access to the computer I'm rendering it at. Cheers for all comments